Table of Contents

Transcription

Table of Contents
Table of Contents
Table of Contents .........................................................................................................................................................1
PART A
SWORDCRAFT .....................................................................................................................................3
1
What is Swordcraft ........................................................................................................................................... 3
2
Games .............................................................................................................................................................. 3
3
Breaches of the rules ......................................................................................................................................... 4
PART B
COMBAT ..............................................................................................................................................5
4
Safety .............................................................................................................................................................. 5
5
Calls ................................................................................................................................................................ 5
6
Hits and Combat .............................................................................................................................................. 6
7
Weapons and Damage ........................................................................................................................................ 6
8
Wounds ........................................................................................................................................................... 7
9
Healing ............................................................................................................................................................ 7
PART C
ARMOUR AND PROTECTIVE EQUIPMENT ....................................................................................9
10
Armour construction, appearance and safety ........................................................................................................ 9
11
Hit Points and Armour ..................................................................................................................................... 9
PART D
12
WEAPONS AND SHIELDS ................................................................................................................13
Weapon Construction .....................................................................................................................................13
Table 3 Weapon Size and Weight .............................................................................................................................14
13
Hand Weapons................................................................................................................................................15
14
Two weapon use ..............................................................................................................................................15
15
Shields...........................................................................................................................................................15
16
Missile Weapons.............................................................................................................................................20
PART E
MAGIC ..................................................................................................................................................1
17
Types of magic ................................................................................................................................................. 1
18
Battle magic ..................................................................................................................................................... 1
19
Ritual Magic..................................................................................................................................................... 2
19.1
Schools ........................................................................................................................................................ 2
19.2
Artificer ...................................................................................................................................................... 2
19.3
Enchantment ................................................................................................................................................ 3
19.4
The 4 summoning schools of ritual magic ....................................................................................................... 4
1
19.5
Elementalist (Earth, Air, Fire and Water) ....................................................................................................... 5
19.6
Necromancy ................................................................................................................................................. 5
19.7
Shapeshifting ............................................................................................................................................... 6
19.8
Sorcery ........................................................................................................................................................ 6
19.9
Equinox Magic ............................................................................................................................................. 7
20
Alchemy .......................................................................................................................................................... 7
PART F
21
SUMMONED AND EPIC CREATURES .............................................................................................. 7
Magical Creatures ............................................................................................................................................. 7
PART G
GEO-POLITICAL GAME......................................................................................................................8
22
Use of Diplomacy variant “Machiavelli” ............................................................................................................ 8
23
Modifications to normal Machiavelli rules ......................................................................................................... 8
PART H
SIEGES .................................................................................................................................................29
24
Fortifications and Gates ..................................................................................................................................29
25
Siege weapons.................................................................................................................................................29
26
Siege Weapon Construction ............................................................................................................................30
PART I MISCELLANEOUS ................................................................................................................................29
27
Version ..........................................................................................................................................................29
28
Copyright ......................................................................................................................................................29
2
PART A
1
SWORDCRAFT
What is Swordcraft
Swordcraft takes place in a medieval (pre-1600) fantasy world of powerful magic, perilous adventure and epic battle.
To play Swordcraft all you need is a sense of fun, basic level of fitness, and a “medieval” costume or fantasy equivalent. A
basic medieval costume could include a logo free large t-shirt clinched with a belt, a pair of baggy tracksuit pants, and leather
footwear.
Swordcraft has a skill-less and class-less system. You play the role you want to play from armour clad knight to shifty rogue.
We don’t tell you how to do it. All you have to do is costume and armour up to fit who you want to be.
What you can do in real life you can do in game if you consider it appropriate for your character. There are no character
sheets or no special abilities (though there is magic, magic items, and special items like lock picks).
We keep pretend to a minimum in game – if you need a fire: light one; if you need to read a map: read one; if you need to read
and write: do it (or not as you consider you character would – some documents in game may even be written in runes or other
languages to limit knowledge).
2
Games
All Swordcraft games require at least one Marshal and may require additional Marshals for larger events. For official
Swordcraft games, Marshals will be approved by the Council of Swordcraft. The role of the Marshal(s) is to ensure that the
safety and fair play rules of Swordcraft are complied with.
During a game, all players must comply with any directions or decisions of a Marshal. The decision of a Marshal during a
game is final and not subject to appeal.
No person may participate in Swordcraft unless authorised by Swordcraft. To be authorised to participate, a player must be a
member (Event, Annual or Life) and demonstrate that they are able to participate in combat under these rules safely, and in
particular, understand:
(1)
What consist utes safe play;
(2)
Marshal calls;
(3)
What constitutes a good hit and excessive force;
(4)
The prohibition on the use of excessive force; and
(5)
The effect of armour.
No one may participant in Swordcraft combat while under the influence of drugs or alcohol. Players who are over 0.05 BAC
are considered under the influence of alcohol.
3
3
Breaches of the rules
Yellow and red cards may be issued by a Marshal during or after a game for breaches of the rules during a game. Yellow or
red cards have effect immediately on being issued.
After a game, the issue of a yellow or red card may be appealed to the Council of Swordcraft. The decision of the Council
or Swordcraft will be final and not subject to appeal.
The issue of yellow or red cards may be recorded in the player’ s membership record maintained by Sword craft.
A yellow card may be issued for any breaches of the rules or other unsafe conduct. The effect of a yellow card is as follows:
(1)
During tournaments, the player suffers an automatic 3 hit penalty.
(2)
During battle or quest, the player is deemed to be incapacitated.
A red card may be issued for any serious or persistent breaches of the rules or other serious or persistent unsafe conduct. The
effect of a red card is as follows:
(3)
During a tournament, the player automatically forfeits the match and may be banned from participating in some or
all future games at the discretion of the Council of Swordcraft.
(4)
During battle or quest, the player is disqualified from the game and may be banned from participating in some or all
future games at the discretion of the Council of Swordcraft.
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PART B
4
COMBAT
Safety
Safety first. If something is unsafe it is not allowed.
This game is meant to be fun and no real aggression will be tolerated. If you feel your temper is rising step out of combat.
All blows must be pulled so that they do not strike with excessive force. A light but firm touch is all that is required to score
a hit (but see below). Excessive force (i.e. more than a momentary sting) is prohibited.
No bodily contact is permitted (though a player cannot use this for tactical advantage to prevent the free movement of
another player). This includes any kind of contact with a non-LARP weapon such as through pushing a shield into another
player. Care should be taken to avoid moving so close to another player as to restrict their movement (particularly important
for shield users).
Swordcraft is a contact sport.
This means that, while we strike with a light touch by pulling our blows and you are only allowed to hit legal target areas;
inadvertent harder hits, and inadvertent hits to other parts of the body can and will occur - this is just like other contact
sports.
While no particular safety equipment is mandatory to play Swordcraft, we do recommend as a minimum that all players wear
a sports box, and for females some form of chest protection. Head and throat protection is also highly recommended.
We suggest all players consider getting a medieval style helmet (with appropriate padding) made of leather or steel as soon as
possible.
Most foam prop/LARP weapons in good condition will be permitted subject to safety checks (and may be allowed subject to
conditions). Recommended brands include: Calimacil, Forgotten Dreams, Epic Armoury, Mytholon, and Palnatoke.
5
Calls
Any Marshall or player may stop play in the immediate vicinity if there is a serious risk to health or safety by calling Code
Red. All play in the immediate vicinity of the situation must stop until a Marshall calls Lay On.
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If a player is injured, stop, render assistance and call Code Medic.
Any player can drop out of play for safety reasons at any time by declaring they are Out of Play and must then sheath any
weapon if possible to do so and place a hand on their head. A player cannot go Out of Play to pick up missiles or other
weapons, or to achieve a tactical advantage.
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Hits and Combat
Act as if you were in real combat – heft weapons and block and take hits as if struck with a real weapon –be theatrical. This
is a game of fun rather than one where you should be trying to win at all costs.
All parts of the body are valid target zones other than head and neck, hands, feet, and groin (overhead shots are permitted
provided that they do not hit an opponent's head). See figure diagram in armour section below.
Both strikes and thrusts are permitted, however you should only thrust with thrust safe weapon such as a Calimacil (check
with the supplier, an organiser or Marshal if you are unsure).
Swordcraft is seeking to simulate heroic combat. To this effect, a good hit must strike cleanly, firmly, and realistically with
the damage dealing surface of a weapon (blade, crushing surface or thrusting tip). Weapons must be used in a realistic manner.
A struck player may ignore a hit which is not swung or used realistically.
Some examples
Unrealistic hits such tap hits lacking a proper swing, light drum rolling (repeated taps) and light tip grazes may be ignored.
A partially parried blow should still be taken as a good hit if the target considers that it would have caused real damage if
they were unarmoured.
On being struck with a good hit, a player should act out the hit e.g. stagger, gasp, clutch the struck area etc (even do so in an
exaggerated manner). If hit by (or even blocking) a two handed weapon, act as if the hit was real – stagger, fall to one knee
etc.
Just because a player has been struck does not mean the fight is over as the attacker can still follow up with additional hits and
if they are good hits must also be counted. Likewise the struck player may launch a counter-strike.
If a player strikes another player who had already commenced their own strike which then hits, both players must take the
hit.
Swordcraft is based on honour and sportsmanship. Give your opponent credit for a good shot and they will do the same.
Players get more respect from their peers from acting out their hits and putting on a good show than they do by simply
“winning”.
It is up to the struck player to judge whether they have received a good hit and count their hits (assume you are unarmoured –
the HP system already takes armour into account).
Do not argue or debate the number of hits during the game. You can of course yell out if you think you have scored a hit.
If a player is repeatedly ignoring hits, report them to the Marshals. At the end of the day we are trying to have fun.
A player cannot grab another player’s weapon or otherwise trap another player’s weapon with their weapon, shield or body.
Weapons and shields can be momentarily hooked with a weapon.
A player can push their shield or weapon against another player’s shield or weapon but not so as to unbalance the other player.
7
Weapons and Damage
Hand held weapons do 1 HP damage and may be parried by a weapon, or blocked by a shield.
Small thrown weapons (knives, daggers, axes, hammers etc) do 1 HP damage and may be parried by a weapon, or blocked by a
shield.
Projectile weapons (arrows and band gun “bullets”) and thrown javelins do 2 HP damage and may be blocked by a shield but
CANNOT be parried by a weapon. If a projectile which would have hit a player is instead blocked by a player’s weapon,
costume or equipment, the player must still take the hit (LBW rule).
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Energy balls (magic) do 3 HP damage and CANNOT be parried, or blocked with a shield. If an energy ball which would
have hit a player is instead blocked by a player’s weapon, costume or equipment, the player must still take the hit (LBW
rule).
Siege missiles do 15 HP damage and CANNOT be parried, or blocked with a shield. If a siege missile which would have hit
a player is instead blocked by a player’s weapon, costume or equipment, the player must still take the hit (LBW rule).
Two handed melee weapons (greater than 115cm) must be used in two hands (other than one handed spears).
Dual wielding of weapons – secondary weapon cannot exceed 85cm.
Shields protect against all weapons that they successfully block, other than energy balls and siege missiles. No shield rushing
or shield bashing will be tolerated. A shield must be held to have effect. Players cannot hold a shield and use a weapon in the
same hand at the same time.
Band guns require a powder horn and ram rod to load and players must act out pouring “powder” into the barrel, and must
ram three times, before loading the band.
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Wounds
All players have a base of 3 hit points (HP). Armour and special items may provide additional hit points.
When HP are reduced to zero due to taking hits, the player is incapacitated and cannot take any further in-game actions other
than as specified below.
An incapacitated player may either:
“Fall”:
The player falls to the ground so that at least 2 limbs remain in contact with the ground (slow crawling away from the
combat is possible; player may also be assisted up and away by another player). Soft groaning is permitted.
“Flee”:
For Battle games: Flee the combat zone so as to take no further part in the Battle until next the Engagement;
For weekend events: Flee from the conflict back to the village for healing, and cannot rejoin the battle or quest from which
they fled.
An incapacitated player who has taken the “Fall” option may be healed during the battle, as per the healing rules.
An incapacitated player who has taken the “Flee” option cannot be healed until the end of the Engagement for Battle, or at
the village for weekend events.
If lying down is unsafe or obstructing play, the player may move out of harm’s way and resume their fallen position but
cannot do so to gain tactical advantage or simply to find a healer.
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Healing
Healing may be physical, magical or potion.
Any form of healing can be performed on an incapacitated player OR a partly injured player. A player cannot perform any
kind of healing on themselves (other than drink a potion).
Physical healing requires the use of a sand timer (1 min) and appropriate processes and/or props as set out below.
Physical healing: one turn of the sand timer heals up to 5 HP (but see armour effect below), Two turns of the sand timer
heals up to 15 HP. Healing cannot take a player above their normal maximum HP (base plus armour).
Only a player awarded a sand timer (and registered as such with SC if using alchemical or chirurgery) can perform physical
healing or create alchemical potions.
A player may be awarded a timer and the ability to perform physical healing or create potions in the following ways:

Alchemist (uses it to create potions – requires 20 x the usual number of turns of the timer [e.g. 20 mins] plus props per
potion, in addition to getting herbs etc in first place). Each potion heals 5 HP. An incapacitated player can drink their
own healing potion. See alchemy rules.

Chirurgeon (pronounced “ki rur j n”) (passes test in the College of Healers at Quest) – turn of the timer plus props
such as fake stitches, fake blood, saws, pliers etc and acting out healing.
7

Temporary battle field medic (volunteer, temporary so only usable while so volunteering in the particular battle, predetermined number per army per battle) - turn of the timer plus bandage and stretcher.
Effect of armour: physical healers wearing armour will see the time taken to perform healing increased as follows
(determined using healer’s maximum possible HP from armour to represent the encumbrance effect):

No armour worn by healer – no modifier

1-5 HP from armour worn by healer – +1 turn

6+-HP from armour worn by healer – + 2 turns
Mage healing (see magic rules for further details):

Heals 2HP per 40 word incantation (incantation can be made longer to heal more HP: every extra 20 words heals 1HP);

Each HP from armour worn by the mage adds 10 words to total incantation.
So to heal 10 HP would take 5x40=200 words, if wearing 10 AP then would add another 100 words, so total 300 words.
During Battle games any lost HP are restored at the end of each Engagement. During Quest events any lost HP will naturally
heal at a rate of 3 HP per full hour of game time.
Death: A player’s character (if they have one) will only permanently die if a player wants them to.
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PART C
10
ARMOUR AND PROTECTIVE EQUIPMENT
Armour construction, appearance and safety
While no armour or protective equipment is required; a gambeson (padded jacket), sports box, metal helm, gorget or
equivalent (throat guard), kidney protection, and knee and elbow cops, are recommended.
Armour should appear historic or be a fantastical equivalent.
Armour must be designed so as to minimise the risk of serious or permanent injury to persons, and damage to foam prop
weapons. Some damage to foam prop weapons particularly from metal armours cannot be avoided.
Armour must not be used in a game until inspected and approved by a Marshal. A Marshal may demand that any armour be
handed or shown to the Marshal for inspection at any time. If the Marshal determines that any piece of the armour does not
comply with these rules or is otherwise unsafe, that piece of armour may not be used in the game.
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Hit Points and Armour
HP allow the player to absorb a specified number of good hits before they are incapacitated.
A player may increase their HP by wearing armour. Armour provides extra HP which are added to the player’s HP to derive
their total HP.
A new player is granted +6 HP via an armour rune on their cheek for their first game only.
Effect
Armour increases HP and acts like a global “force field”
Armour of different types cannot be stacked on the same zone to increase HP.
A player may treat a higher armour type as a lower armour type to obtain sufficient zones to get a HP.
Normal maximum HP from armour is +11, combined with base 3 HP. This gives players a normal maximum of 14 HP.
Locations and zones
Three locations: Head, Torso (3 zones marked in grey), and Limbs (12 zones marked in white). Red zones on figure are nontarget zones.
9
At least 51% coverage of each zone is required for it to be counted.
Armour types
Extra Light Armour:

+1 HP for all 3 torso zones (limb coverage is not counted).
Light Armour:

+1 for all 3 torso zones (rounded down)

+1 for each 6 limb zones (rounded down)
Medium Armour:

+1 for both front torso zones (rounded down)

+1 for back torso zone

+1 for each 3 limb zones (rounded down)
Heavy Armour:

+1 for each torso zone

+1 for each 2 limb zones (rounded down)
Head

Metal coif or 2mm+ leather helmet: +1 HP. Must cover all of head from brow line up as a minimum

1mm+ steel, bronze or brass helmet: +2 HP. Must cover all of head from brow line up as a minimum
Acceptable torso and limb armour materials
Extra Light (gambesons and fur)

Padded 5mm+

Fur (Full body fur or fake fur cloak)
2
Light (leather and high quality fake)

Any Leather (including cuirbolli) 2mm+

Aluminium chain mail

Aluminium scale 1mm to <2mm

Aluminium brigandine/splinted 1mm to <2mm

2mm+ HDPE plastic backed armour concealed by a layer of thin leather so as to appear as “cuirboilli” or
“brigandine”

High quality fake armour (plastic/foam) at GM’s discretion (fake armour may be awarded a higher rating or
particularly impressive looking armours that encumber the wearer to a significant degree – this is a
“Hollywood/HBO” quality test)

Other weak historical armour type such as wood and bone.
Medium (normal flexible metal)

Aluminium scale 2mm+

Aluminium brigandine/splinted 2mm+

Iron, steel, bronze or brass chain mail

Iron, steel bronze or brass scale 1mm+

Iron, steel bronze or brass, brigandine/splinted 1mm+
Heavy (inflexible metal)

Iron, steel, bronze or brass plate 1mm+

Aluminium plate 2mm+
3
PART D
12
WEAPONS AND SHIELDS
Weapon Construction
Only Swordcraft approved foam prop weapons may be used. Swordcraft and its Marshals reserve the right to refuse any
weapon on safety grounds.
As a general rule, only commercially manufactured foam or latex prop weapons that meet the standards of Swordcraft will be
approved. Home made weapons may be approved subject to detailed information of construction technique, and investigation
which may include destructive investigation of items (the Bicolline construction rules may be used as a guide). Approvals
may be with conditions (such as no thrusting).
Weapon construction:
(1)
Weight and dimensions: Weights and dimensions are shown in Table 3 Weapon Size and Weight, for each category
of weapon.
(2)
Weapons must be designed so as to minimise the risk of serious or permanent injury to persons, and damage to foam
prop weapons.
(3)
Weapons will generally be stiffened with fibreglass or carbon fibre cores, or equivalent. The hafts of pole arms may
be constructed of padded wood or bamboo.
(4)
As a guide, weapons must be padded with injection or closed cell foam, or equivalent, so that:
(a)
Damage dealing surfaces, and any surfaces likely to come into contact with another player (i.e. hafts) are
soft to touch;
(b)
Any solid core is not readily apparent to finger pressure; and
(c)
A blow struck to an unarmoured part of the body with normal force will not cause greater injury than a
temporary stinging sensation.
13
(5)
Rigidity: the core of a hand weapon should be reasonably rigid so as to simulate a real weapon without being likely
to result in blows being struck with excessive force. The core of a weapon should be sufficiently rigid so that it is not
unrealistically whippy.
(6)
Thrusting tips must be designed so as to minimise the risk of serious injury to the eye and body and must have
Kevlar or equivalent reinforced tips to minimise the risks of the core penetrating the foam. Homemade thrusting tips will
need to include an anti-penetration device (metal disc the width of the shaft) plus rubber stopper over the disc and shaft in
following arrangement
====== shaft | disc ] stopper and the whole then covered by a foam head of sufficient thickness so
the shaft cannot be felt even with significant pressure.
Table 3 Weapon Size and Weight
Size and Weight
Max length
Max
Weight
Metric
55cm
100cm
115cm 155cm
183cm
215cm
275cm
Imperial/US (approx)
22”
40”
45”
6’
7’
9’
61”
Grams
Short one-handed weapon (dagger) or throwing
knife, hammer, axe etc
350
Medium one-handed weapon (sword, axe, mace,
war hammer, club, flail)
500
Long one-handed weapon (bastard/hand and a
half sword, axe, mace, war hammer, big club,
flail)
750
Two -handed weapon (great sword, battleaxe,
2h-mace, 2h-club, 2h-war hammer etc, two
handed club
1000
Staff
1000
One-handed thrusting pole weapon (spear)
2000
2-handed cutting or smashing pole weapon
(poleaxe/ halberd, sword staff, flail etc)
3000
2-handed thrusting pole weapon (lance, spear,
pike, et)
3000
Arrow
82cm
(32½ )
max
Crossbow bolt
70
43cm
(17) max
70
Band for mock black powder weapons
-
Javelin or Ballista Bolt
500
Siege engine ball/rock
Shield
minimum diameter 10cm, maximum diameter 50cm
Round: 70cm max
diameter
All other shield types:
60x90cm max
-
Note: Weapons types were historically variable. By imposing size and weight ranges, Swordcraft seeks to provide a
14
reasonable simulation of combat in a safe manner, taking into account the nature and construction of the weapons used. Given
the weights of the weapons need to be 30-50% of the weight of historical weapons in order to be safe, it is important to limit
their lengths to prevent unrealistic use in combat.
Note: Measurements are metric.
13
Hand Weapons
Remember: a weapon must be used in a realistic manner to make a good hit.
The following hand weapon types may be used:
(1)
Improvised weapons: club, staff, beer mug... and other approved improvised weapons. An improvised weapon may
only be SWUNG (Note: the entire surface of staff weapons must be covered in foam and they must be used in 2 hands).
(2)
One-handed weapons: dagger, sword (up to and including bastard swords), axe, mace, flail, and war hammer. A onehanded weapon may be used one or two handed and it may be SWUNG or THRUST provided it has an appropriate and safe
damage dealing surface. For example, a sword can be swung or thrust while a mace can only by swung.
(3)
Two-handed weapons: sword, axe/pole axe/halberd, sword staff/naginata/glaive, mace, war hammer. A two-handed
weapon may only be used two-handed and it may be SWUNG or THRUST provided it has an appropriate and safe damage
dealing surface.
(4)
Two-handed cutting or smashing pole weapons: pole axe/halberd, sword staff/naginata/glaive, 2-h flail. A twohanded cutting or smashing pole weapon may only be used two-handed and it may be SWUNG or THRUST provided it has
an appropriate and safe damage dealing surface. A two handed pole arm must be entirely padded other than a small area near
the middle for holding.
(5)
One-handed thrusting pole weapons: spear. A one-handed thrusting pole weapon may be used one or two-handed and
may only be used for THRUSTING. A one handed pole arm must be entirely padded other than a small area near the middle
for holding.
(6)
Two-handed thrusting pole weapons: spear, lance, pike and other historical pole arms. A two-handed thrusting pole
weapon may only be used two-handed and may only be used for THRUSTING. A two handed thrusting pole arm must be
padded to the first 50cm and must have as a minimum a rubber stopper or padding on the butt. The wielder of the pole
weapon may use it in any manner which is safe to those around them.
A weapon must not be used in a game until inspected and approved by a Marshal. A Marshal may demand that any weapon be
handed to the Marshal for inspection at any time. If the Marshal determines that a weapon does not comply with these rules
or is otherwise unsafe, the weapon may not be used in the game.
14
Two weapon use
Main weapon must be a one-handed weapon as defined. Secondary weapon must not exceed 85cm/34” in length.
15
Shields
Construction:

Shields are to be made of plywood, plastic or metal with foam edging, or wholly of foam/latex.

Shields may be strapped or have a centre boss. The centre boss may be constructed of plastic or metal.
Shields must be designed so as to minimise the risk of serious or permanent injury to persons, and damage to foam prop
weapons.
A shield must not be used in a game until inspected and approved by a Marshal. A Marshal may demand that any shield be
handed to the Marshal for inspection at any time. If the Marshal determines that a shield does not comply with these rules or
is otherwise unsafe, the shield may not be used in the game.
A shield may not be used with a two handed weapon as defined, a staff, a 2-handed flail, a bow, crossbow, or long gun (though
may be used with pole arm).
Shield bashing is not permitted. A shield may be used to push against another players shield or weapon from a standing
position or at a slow walking pace. Ramming another player with a shield or intentionally, carelessly or recklessly allowing a
15
shield to come into contact with the body of another player is prohibited.
A player may not grasp another player’ s shield but may use their own shield or weapon to push or hook it out of the way.
16
Missile Weapons
Permitted missile weapons include: arrows, crossbow bolts, coreless throwing daggers/knives and axes (max 350g weight),
javelins, sling stone, rocks, and mock pre-1600 style black power weapons. Some missile weapons may not be permitted under
local public laws.
Bows, crossbows, arrows, bolts, and mock black powder weapons cannot be used as a hand weapon.
Only approved missile or thrown weapons may be used. The only arrows and bolts approved for use are those manufactured
by IDV Engineering (Germany). All thrown weapons must be constructed wholly of foam/latex and not contain a rigid
core.
Only bows with a max draw of 28lbs @28 may be used. Only crossbows with a maximum draw of 28lbs @15 may be used.
Bows and cross bows must not be used for parrying.
Javelins must be entirely padded other than a small area near the middle for holding. Construction will be similar to a onehanded spear.
Sling stones may take the form of squash balls. Rocks may be any misshapen foam or soft air filled ball, or equivalent.
Mock black powder guns

Mock black powder guns may only fire a rubber band gun style projectile (surgical tubing).

The projectile must be a rubber tube.

Under no circumstances will guns using real gunpowder, gas, or equivalent be permitted.

A black powder weapon must not be used for parrying.
All parts of a missile or missile weapon (other than the shaft) likely to come into contact with another person must be
designed so as to minimise the risk of serious or permanent injury to persons, and damage to equipment.
Missiles must be designed so that they are not likely to cause serious injury to the eye and/or have a face that is larger than
the eye socket (5cm). The head of an arrow or bolt may be of the flat or rounded head type manufactured by IDV.
A missile or missile weapon may not be used in a game until inspected and approved by a Marshal. A Marshal may demand
that a missile or missile weapon be handed to the Marshal for inspection at any time, and, in the case of a missile, the Marshal
may at their complete discretion destructively dismantle it to inspect its construction for compliance with these rules. If the
Marshal determines that it a does not comply with these rules or is otherwise unsafe, the missile or missile weapon may not
be used in the game.
A missile weapon may not be deliberately targeted at a players head, face or throat.
During combat, a missile MUST NOT be picked up after being fired/thrown other than by its owner.
A bow, crossbow or mock black powder weapon, and any missile weapon or projectile may only be touched by its wielder.
Players must not intentionally damage missiles.
20
PART E
17
MAGIC
Types of magic
Players may study magic and on passing the Tests may advance through the ranks of spell casters. Magic may be mystical or
divine in origin. An alternative stream of alchemy can also be followed with its own apprenticeship and adept path.
Players may learn battle magic and one or more of the 7 ritual magic schools. Battle magic may be used during Battles and at
Quest in PvP and PvE situations. Ritual Magic may only be used at Quest events.
Levels of mages:
•
Apprentices (battle magic, 2 HP penalty while indentured as an apprentice [so will only play with 1 HP] due to the
ravages of magic on their body, cannot wear any armour while casting). Must serve an adept or higher for a
qualifying period of 4 Friday Battles or for 1 Saturday at Quest. Can take the test to become an acolyte at Quest
after serving the qualifying period (usually on the Saturday).
•
Acolytes (battle magic)
•
Adept (one school of ritual magic)
•
Master (three schools of ritual magic)
•
Magnus (five schools of ritual magic)
As the Tests required for advancement involve a quest, they may only be undertaken at weekend events.
Sand Timers
Many spells require the measuring of time. In some cases this is simple e.g. dawn. In others a sand timer is required (such as a
1 minute sand timer for healing). For longer time periods, mages may want to obtain longer sand timers to measure periods
such as 20 minutes and 1 hour. Electronic timers are not permitted at Swordcraft.
18
Battle magic
Is the only type of magic that can be cast during major battles (Friday night battles).
Can be cast at will (subject to the time required for getting components out, saying incantation etc).
Is interrupted through physical contact with other players (even thrown weapons) or any other distraction which causes the
mage to break their chant. An interrupted caster may immediately begin their spell again from the beginning.
Casting battle magic requires:
•
An incantation which must to be chanted loudly, clearly, slowly and include at least 40 words (plus any required due
to armour). The words should be in character;
•
A spell component (such as the energy ball or a vial of holy water etc) to be held in one hand; plus
•
A mage staff or wand/ritual object to be held in the other hand (no other objects may be held in the hand while
casting). The staff can be used in combat. The wand or ritual object cannot be used in combat and must be at least 10
cm in length/diameter.
Armour and magic: Each HP from armour worn adds at least 10 words to the incantation.
Battle magic spells
Energy ball: Does 3 damage and ignores shields. The component is soft ball.
Magical Heal: Heals an incapacitated player. An appropriate component is also required such as herbs, potion, holy water,
spell book, prayer book etc. An incapacitated mage CANNOT heal themselves with battle magic magical healing. See
healing rules.
Energy shield: Protects mage from all attacks other than siege weapons. Dispelled if:
1
•
chant ceases
•
the twirling stops, or
•
mage is hit by an energy ball or siege weapon. If hit by an energy ball, the mage takes no damage but the energy
field is dispelled.
The component is twirling soft foam or rubber ball/tennis ball or equivalent on string. String must be approximately 1m
long. A constant chant of the incantation is required to maintain the spell after the initial incantation to cast.
Battle magic and scrolls
Once a mage reaches Adept level, they may create battle magic scrolls. The process requires the mage to spend at least 20
minutes writing the scroll, illustrated calligraphy style, with instructions as to how it is cast. The scroll will include the usual
40 words plus the mage’s name. Scroll writing can only occur at Quest.
A battle magic spell written into a scroll can be cast by a non-mage as if they were a mage with all the usual rules applying
(save that there is no armour penalty). The scroll is consumed (torn up) when the spell is cast. The scroll will need to be
accompanied by the appropriate prop to be able to take effect.
19
Ritual Magic
19.1
Schools
Players may learn one or more of the 7 schools of ritual magic on becoming an adept:
•
Artificer
•
Enchantment

Elementalist (summoning)

Necromancy (summoning)

Shapeshifting (summoning)

Sorcery (summoning)

Equinox
All rituals must be approved by the Archmage in advance.
Summoning rituals take place in PvP areas at Quest and can be attacked and disrupted by other players. Non-summoning
rituals at Quest are not suspectible to disruption (other than the actual act of casting an enchantment).
19.2
Artificer
Artifice magic is the magic of creation and binding magical energy and creatures into items.
A ritual required to create a temporary magic item takes 1 hour per item and involves appropriate tools and incantations. More
than one mage (of any school) can be involved, with each placing a different spell on the item. The magic will last until dawn
after the end of the relevant Quest event (other than a one use battle magic or enchantment spells which will last until used).
An Artificer may create the following temporary magic items at Quest:

Magic weapons: this temporarily creates an enchanted or blessed weapon which can strike magical creatures (epic
and summoned).

Magic armour: this temporarily increases the HP for a piece of armour or cloak by 3. It may also be cast on skin in
the form of ritual “tattoos” (make-up) covering the face and at least 80% of the body. Magic armour counts
as armour for all purposes. A player can only get the benefit of 1 magic armour spell at a time. Damaged magic
armour is restored via normal healing.
2

19.3
Magic item: this allows the artificer to place a one use battle magic, or enchantment (if they are also an adept of that
school or an adept of that school assists) on an item. If a battle magic spell is added, the appropriate prop will also
need to be provided. More than one spell can be placed in the item. A spell placed in an item in this way can be cast
instantly by the wielder of the item (no need to recite incantation).
Enchantment
Hypnosis style magic requiring the following:

Only usable at Quest and then only in PvP areas and on adventures (not usable in the village);

Caster must have wand/staff/ritual object as per battle magic;

Caster recites 40+ word incantation as for battle magic (normal armour penalties apply; unlike with battle magic, the
incantation can be whispered);

Caster must touch the victim with their bare palm;

Caster then says "VERITAS" (“truth”) to let victim know they are the subject of an Enchantment (victim must
then take no further action other than listen for the command which must be given promptly);

Caster gives single hypnosis style command word that the victim must obey (theses can only affect the actions or
emotions of the target - see below);

The victim must literally carry out the command as they interpret it for 5 minutes or until naturally interpreted
(e.g. a sleeping victim can be woken as normal by outside stimuli, a befriended victim will defend themselves and
counter attack if attacked by the caster or the caster's allies etc). As hypnosis based magic, the target will not
directly injure themselves or do anything against their nature.

Any physical attack or other physically hostile act by the mage or their party on the victim at any time during the
casting or while the enchantment is in effect will dispel the enchantment.

Good role play on both sides is required here.
Sample enchantment commands:
Hot
Cold
Sleep
Friend
Blind
Mute
Deaf
Scared
Weakness
Truth
Paralysed
Agony
Berserk
Confusion
Sadness
Happiness
Fatigue
Run
Dance
Sign of the Evil Eye
Potential targets can protect themselves from Enchantment by making and maintaining the sign of the evil eye in the mage’s
presence. This requires the player to prominently make the eye hand gesture (make a circle with the thumb and index finger
while other fingers are raised) and keep between themselves and the mage. Protection from Enchantment lasts as long as the
sign of the evil eye is maintained and the player making the sign does not take any physically hostile act towards the mage.
Obviously a player cannot be holding anything in their hand while making the sign. This is a theatrical and RP element and
will also limit the power of Enchantment in a nicely historical manner.
Enchantment and scrolls
An enchantment spell can be written into a scroll by the mage. The required ritual requires the mage to spend at least 20
3
minutes writing the scroll, illustrated calligraphy style, with instructions as to how it is cast. The scroll will include the usual
40 words plus the mage’s name. Scroll writing can only occur at Quest.
An enchantment written into a scroll can be cast by a non-mage as if they were a mage with all the usual rules applying (save
that there is no armour penalty). The scroll is consumed (torn up) when the enchantment is cast.
19.4
The 4 summoning schools of ritual magic
The 4 summoning schools of ritual magic are:

Elementalist

Necromancy

Shapeshifting

Sorcery
How it works:

The mage needs to recruit players to be their summoned creature(s)·(other than for Shapeshifting).

Mage needs to do a ritual to create/summon a creature(s) appropriate to their school. ·

There needs to be a lead mage who is considered the caster. Other mages with the same school may be involved as
set out below.

High costume standards are required bythe summoned creature

Can only be summoned at Quest (generally from midnight Friday to midnight Saturday)

Summoned creature that survives Quest can be used on subsequent Friday nights (until dispelled)
Ritual requirements:

Cost (in game coin) and/or Rare ingredient· determined by Archmage

Appropriate ritual circle somewhere in the game area outside the village and other non-combat areas.
Summoned creatures have specified attributes and in some cases there are stronger versions based on length of ritual.
Summoned creatures do not gain any benefit from armour (other than undead). Armour may of course be part of their
costume.
Note: summoned creatures are not epic creatures so only do 1 point of damage with a melee hit or 3 points with an energy ball
(if they have one). As a magical creature however, their attacks count as magical weapon attacks.
Wards
Any Adept may create wards to ward off summoned creatures.
Requires ritual to prepare ward (duration of ritual affects level of creature the ward works against; use same time requirement
for summoning).
Moveable Wards

Requires Mage’s wand, staff, or ritual object (may have multiple wards on item)

Wards against specific type (level) of summoned creature

To be used, must be held above the head and a continuous appropriate chant/incantation used (hand cannot be
holding other object)
4

While in effect, caster cannot be attacked by the specified type of summoned creature in any way. If chant ceases or
focus is lowered, ward ceases.

Moveable wards expire at after 1 cycle of the moon (28 days – real time).
Circle of Protection Ward

Wards against specific type of summoned creature

Drawn on ground either around caster or around summoned creature

Specified type of summoned creature cannot cross or attack across the circle (unless it is damaged)

Anyone other than the target type summoned creature can disrupt ward by damaging the circle

Circle wards end at dawn
19.5
Elementalist (Earth, Air, Fire and Water)
Elemental mages summon a powerful elemental to do the mage’s bidding. Elementals have the following features:

Immune to normal weapons

Can use battle magic energy balls (only need 20 word incantations)

5-15 HP·
o
Minor: 5 HP (1 hr ritual per minor elemental).
o
Lesser: 10 HP (3 hr ritual per lesser elemental).
o
Greater: 15 HP (5 hr ritual per greater elemental). Must be at least 6’6” tall.

Only 1 elemental can be summoned and controlled at a time

Dispelled:·
19.6
o
If caster incapacitated 3 times
o
If creature incapacitated
Necromancy
A necromancer is feared mage who dabbles in the blackest of magic. A necromancer may summon the spirits of the dead to
create zombies and skeletons to do their bidding. Skeletons and zombies have the following features:

7 HP plus armour (up to max of 15 HP); cannot run but can otherwise move normally; must stay within eye sight of
necromancer (the extra HP represent the need to hack them apart).

Undead take double damage from hammers and maces but are immune to missile and thrown weapons (other than
siege missiles). Undead take normal damage from energy balls.

Ritual takes 1 hr per 5 undead summoned

Incapacitated undead are “healed” by the touch of their summoner.

Dispelled:
o
Caster incapacitated
o
If creature is incapacitated · 3 times
o
At will by caster
5
19.7
Shapeshifting
The were-creatures of myth and legend, a shapeshifter can assume the form of its totemic spirit. Whether cursed or blessed,
they are fearsome creatures of the night. Shapeshifters have the following features:

Caster is possessed by spirit animal and must costume accordingly.

1 hour ritual

Immune to normal weapons

7 HP

Cannot wear armour while possessed

Can only communicate with crude gestures while “possessed”

Will be hostile to all players they meet other than members of their own warband (they recognise friends and
family).

Dispelled:
o
19.8
If caster is incapacitated 3 times
Sorcery
The darkest of all rituals, sorcery involves the summoning of creatures of nightmare and pure evil. However, daemons are
fickle creatures, no easily controlled and are wont to turn on their own masters if they can. Daemons have the following
features:

Immune to normal weapons

All daemons can use battle magic energy balls and energy shields (other than melee imp)

2-15 HP:
o
Melee Imps: 5 HP (1 hr ritual per imp, up to 12 imps may be summoned at a time).
o
Magic Imps: 2 HP (1 hr ritual per imp, up to 12 imps may be summoned at a time). Only need 20 word
incantations.
o
Lesser: 10 HP (3 hr ritual per lesser daemon, up to 3 Lesser daemons may be summoned at a time)·
o
Greater: 15 HP (5 hr ritual per greater daemon, only one greater daemon may be summoned at a time).
Only need 20 word incantations. Must be at least 6’6” tall.
Combinations of the above could be summoned at a time ... (e.g. 1 greater daemon + 3 lesser daemons + 12 imps in a
26 hr non-stop ritual... of course if 25 adept sorcerers were involved it would only take 1 hr...)

Dispelled:·
o
If creature is incapacitated (but see below) ·
o
If banished via new ritual of same length as original ritual

On the caster being incapacitated for the 3rd time the creature is unbound and goes berserk...attacking other mages
who took part in summoning it first, then members of the caster’s warband/party, then the caster’s army if during
battle, then everyone else.... A prudent mage will create a ward prior to summoning the creature just in case.

If the ritual circle is broken during the ritual after the midpoint and prior to its completion, the daemon becomes
unbound as above.
6
19.9
Equinox Magic
See geo-political game rules. The required ritual must be performed at Quest in a ritual circle and must take at least 1 hour.
The ritual can involve multiple mages and multiple spells.
20
Alchemy
Using alchemical processes and ingredients, the Alchemist can create potions that replicate the effects of:
-
Acolyte:
o
-
-
Battle magic – Healing;
Adept:
o
Enchantment spells;
o
Poison (see assassination in the geo-political game, effective until dawn after end of Quest event);
o
Resistance to poison (immune to poison – single use, ends at dawn);
o
Strength potion (+1 HP, cannot be combined with other strength potions; once lost it cannot be “healed”, ends
at dawn);
Master:
o
Shapeshifting (as per ritual spell of same name);
o
Bark skin (immune to 10 hits from missiles and thrown weapons other than siege missiles, ends at dawn)
o
Regeneration (if after player drinks potion they are incapacitated, player will only be incapacitated for 30
seconds, after which they are restored to full HP – only works once, ends at dawn).
o
Magic resistance – Battle magic (immune to 10 energy balls, ends at dawn).
o
Magic resistance – Enchantment magic (immune to 1 enchantment cast on the player, ends at dawn).
A spell contained in a potion takes effect on the consumer as if they were the subject of the spell when the potion is drunk.
No more than one potion can be in effect at once. Second potion will displace first potion (other than (i) resistance to poison
which protects against a subsequent poison, and (ii) healing potions).
Potion making takes 20 minutes [other than in the case of Shapeshifting which takes the same time as the relevant ritual] per
potion and requires cauldrons, glassware etc and relevant ingredients. A list of ingredients for potions will be set by the
Archmage and will need to be collected at Quest.
PART F
21
SUMMONED AND EPIC CREATURES
Magical Creatures
From time to time players will encounter magical creatures. All magical creatures are immune to normal weapons and can
only be injured by magic (energy balls), magic weapons, epic weapons, and large siege weapons.
Summoned magical creatures do 1HP damage with melee hits.
Epic magical creatures are much more fearsome and do 15 HP damage (e.g. large siege weapon) with melee hits. However, if a
player is wielding an epic weapon, they are partly protected and only take normal damage from a melee hit by an epic creature.
Epic weapons can be found at Quest events and are considered personal property. Epic creatures themselves also only suffer
5HP damage from large siege weapons.
7
PART G
22
GEO-POLITICAL GAME
Use of Diplomacy variant “Machiavelli”
The geo-political game will use the Diplomacy variant “Machiavelli” adapted to the Age of Turmoil in Althea.
The Game of Kings is intended to add a geo-political element to Swordcraft and explain why we battle each week and to
create exciting opportunities for diplomacy and intrigue at Quest events. Some warbands will enter the Game of Kings
enthusiastically and seek to stamp their names across the continent of Althea, while others will hold themselves aloof. But
no one will remain wholly untouched by the chaos of the Age of Turmoil.
23
Modifications to normal Machiavelli rules
Participation by a warband and players in the Game of Kings is optional.
Individual players need to become registered players (annual) with Swordcraft to participate.
Warbands are required to become registered warbands (annual) with Swordcraft (must have a minimum of 5 registered
players to participate).
Registered warbands with at least 10 registered players and who can demonstrate at least 2 months of independent active
presence at Swordcraft can become a Faction (one Quest cycle). Other warbands are not (yet) direct actors in the game of
kings.
Note:
Initially, a registered warband will need to also demonstrate 6+ months of active independent active presence at
Swordcraft to become a Faction. This is intended to stop larger warbands artificially splitting to take advantage of
the free registration period.
Further, initially some flexibility will be shown to registered warbands that have less than 10 registered players who
can demonstrate 6+ months active presence at Swordcraft.
Each Faction starts with 1 small fortified town/city (1 ducat revenue) and associated "barony" (1 ducat revenue) located in their
home nation; balance of provinces and cities are unaligned as per Machiavelli rules.
States (petty kingdoms, duchies, khanates, republics etc) - each elector state of the empire, each kingdom of Avalon, the
steppes, each free city, etc. These are the home nations of the warbands (specified on registration)
States divided into Machiavelli provinces (named “baronies”) - 70 to start with plus 11 seas and 46 cities (cover major areas of
Althea but leave about 3/4 as impassable neutral territory (to be opened up later). Make some seas costal and some larger
“ocean” to allow better movement around the coasts.
Baronies in a state are grouped into counties. Faction leader that controls majority of baronies in a county is a count, majority
of counties in a state is a king, duke, khan, president etc (a Faction that controls the capital city of the Empire or Avalon is
named the Emperor or the High King).
Home barony (plus associated city) cannot be conquered but can be sacked. On a successful sacking of the home city, the
attacker gains 20% of defender's treasury (rounded down), Defender looses equivalent amount. A Faction can move its home
city in the Machiavelli Spring turn to any other controlled city.
No Faction is ever eliminated completely unless it is de-registered/is inactive for 4 quest events; or elects to do so.
8
Turns: 6 seasons pa to match Quest (play 2 years of Machiavelli to 1 SC calendar year)
English
Latin
Calendar
Machiavelli game turn
Diplomacy Phase
Autumn
Autumnus
Apr/May
Spring
March quest
Deep Winter
Altum hiems
June/Jul
Summer
May quest
False spring
Falsum Vere
Aug/Sept
Fall
July quest
True spring
Verum Vere
Oct/Nov
Spring
September quest
High summer
Princeps Aestate
Dec/Jan
Summer
November quest
Late summer
Nuper Aestate
Feb/Mar
Fall
January quest
All advanced and optional rules save for Excommunication (but see equinox magic) and Conquering
Conflict resolution as per Machiavelli save that

Standoffs resolved by physical battles

If no or insufficient Faction based map battles happening Swordcraft will put up battles for Friday nights

If too many physical battles for the season to accommodate are required then excess battles resolved normal
Machiavelli game style (with support and standoffs etc)

Sieges: sieges resolved with a physical battle (defenders fight from fort; support for besiegers translates to uneven
split in forces so if unsupported e.g. 1:1 then each force has 1/2 the warbands each, if besiegers supported then 2:1, 3:1,
4:1 and so on depending on support ratio).
Rebellion:

As per Machiavelli; plus

Each barony held by a Faction which is more than 5 steps by way of baronies or sea provinces (if the Faction has at
least one fleet) from the Faction's home city is checked for rebellion at the same time as normal rebellions are
checked. Chance of rebellion is 5% per step above 5 plus a 5% modifier if the barony is in a different nation to the
Faction (up to a max of 25%). This is poses a limit on expansion. Rebellions can be pacified in the usual manner.
30
Assassination (modification to normal Machiavelli rules)

Assassination can only occur at Quest events.

Each Faction must nominate a leader whose name will be recorded in the village register for display.

Each Faction may attempt one assassination attempt per year (6 turns). Factions can hire out this assassination
attempt to another Faction.

No more than one assassination attempt can be made against any Faction per 3 turns.

Success of assassination is determined by PvP assassination of the relevant Faction leader at Quest. As a PvP action,
it cannot be done in a non-PvP area.

The actual assassination must be performed by a player nominated by the attempting Faction (and advised to the
Quest GM at Quest). Factions can recruit non-Faction members to be the assassin for their attempt. The assassin may
have assistants.

An assassination may only occur by dagger or poison. The assassination method must be nominated to the Quest
GM in advance (dagger or poison) and the assassination must occur by that method. Poison may be obtained from an
alchemist.

For assassination by dagger, the assassin must gently place a dagger to the victim’s neck or arm pit– this is an
automatic incapacitation when done as part of an assassination. For assassination by poison, the victim must consume
the poison from a drinking vessel or food container marked by the assassin (see Quest GM). The assassin then
whispers to the victim that they have been assassinated. Where another player consumes all of the poisoned food or
drink intended for a Faction Leader, the poison is deemed to have been neutralised and will not have any effect. More
than one assassination attempt can be made.

Assassination cannot be done on an already incapacitated player.
Revenue

Machiavelli advanced rules for revenue

20 Swordcraft florins = 1 ducat

Players will receive 5 florins (coins being issued at Quest) on arrival at a Quest Event. These coins and any others
legitimately obtained during Quest can be used to obtain virtual florins by depositing them in the Bank at Quest (see
below). Coins will also be able be used at Quest for goods and services.

Fighting on the winning side on a Friday battle pays 1 florin per player (rounded down) to the player’s registered
warband (must have at least 5 players on the field) [so a registered warband (with 10 members) attending each Friday
night can earn about 40 florins per season from "mercenary activity" if they are on the winning side half the time (no
cost to lead warband on the night – think of it as war booty]
New random event: Dragon rage

in Machiavelli spring turn there is a 50% chance of dragon rage (randomly starts from one of a number of designated
provinces adjacent to mountains);

Dragon randomly moves to one adjacent territory followed by another and another and so on laying waste; dragon
rage ends when territory roll indicates dragon enters a sea province (or a designated province adjacent to mountains);

Effect on each affected province is as per famine
Equinox magic

Requires a mage capable of casting equinox magic plus either a place of power or an artefact. Each mage can only be
involved in one equinox spell per season (turn). A place of power or an artefact can be used any number of times per
season provided that there are sufficient mages with access.

Attacking rituals target one city or barony per equinox mage involved in the ritual or may be stacked (like support).
31

Conflict resolution: Attacking ritual must exceed strength of defensive ritual if any (counting mage levels involved).
An adept counts as 1 mage level, a master as 2 mage levels and a magnus as 3 mage levels. An acolyte counts as ½ a
mage level, rounded down.

Attacking rituals:

o
Plague (as per normal Machiavelli effect) (takes effect during the next Summer turn).
o
Famine (as per normal Machiavelli effect) (takes effect during the next Spring turn).
o
Excommunication (as per normal Machiavelli effect save that non-excommunicated Factions cannot
converse with the excommunicated one – can only be cast against Faction’s capital) (takes effect
immediately and lasts until the conclusion of the Order Writing Phase – effect is that subject Faction is not
permitted to engage in Diplomacy phase),
o
Earthquake (destroys one city which needs 3 turns to be re-built; produces no income in the next Spring
turn; if a fortified city then is treated as non-fortified for that period; town/city has an automatic defensive
ritual in place with a strength equal to its ducat value, which can be increased further with a defensive ritual).
o
Scrye (allows Faction to see target Faction’s orders before submitting is own orders during Order Writing
Phase- – can only be cast against Faction’s capital; can only be cast once per turn regardless of number of
mages available to the Faction; where multiple Factions cast this spell, Factions who have not cast the spell
put in their orders, followed in order by each Faction that has cast the spell in order of strength of the spell
from lowest to highest, with the later Factions being able to adjust their orders accordingly; in the case of a
tie, neither Faction can see the other’s orders.)
Defensive ritual:
o

Shield (protects barony/city from effect of attacking ritual). This shield can protect against multiple
attacking rituals in the turn.
Blessing ritual
o
Doubles out-put of subject barony (but not cities) for the next the Spring turn.

Places of power (equinox magic can be cast from these locations by the controlling Faction) (have 6 in play) (marked
on map and treated like a city save that do not generate revenue)

6 artefacts (work like a place of power and are up for grabs at quest in the Sunday battle (one available per quest for
the first year, thereafter they are to be fought over at a rate of one per quest). A registered warband with any of these
can “hire” them to Factions.

Registered warbands in winning army at Quest need to decide (before or after battle) who will be the custodian of the
artefact.
32
PART H
24
SIEGES
Fortifications and Gates
To simulate sieges at Quest and on Friday nights, various fortifications and gates can be constructed. Fortifications will be
treated as impervious to damage. Gates may either take the form of cardboard/MDF gates that can be physically battered
down by a battering ram, or stronger structures with a pre-determined damage points (DP) value (typically 10-20).
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Siege weapons
Siege weapons may take the form of rams, oil, rocks or projectile siege weapons.
Battering rams
Battering rams will be of solid construction and include a ram of at least 2m long with a diameter of at least 30cm. The ram
may be hand held or mounted on wheels and may include a cover. The cover may provide shelter from boiling oil and
dropped rocks. The ram is not to be used to strike any player. A ram can only be used to strike a gate and will either
physically batter it down (if cardboard or MDF), or cause 1 DP damage per hit depending on the scenario.
Boiling Oil
Boiling oil is simulated by buckets of (cold) water tipped on besiegers from a fortification. The oil must have a simulated
heat source. If a player is splashed by the water in more than a token way (few drops), the player is taken to have been hit by
a heavy siege weapon (see below).
Rocks
Rocks are simulated by large open-cell foam chunks (at least 40cm in diameter) dropped on besiegers from a fortification. A
rock may only be dropped, not thrown. A player hit with a rock is taken to have been hit by a heavy siege weapon (see
below).
Projectile Siege Weapons
Projectile siege weapons may take one of two forms: Light and Heavy. All projectile siege weapons are anti-personal weapons
and do not damage fortifications or gates.
A siege engine may only be touched by its designated crew.
Light
A light siege weapon is a siege weapon that fires a normal missile and is treated as such. Examples include swivel guns,
ribaldos, etc.
Heavy
A heavy siege weapon is a siege weapon capable of firing a siege missile and which is able to fire at least 20 m. Examples of
siege weapons include: ballista, catapults, trebuchets, and cannons.
A heavy siege weapon must not be fired at a target that is closer than 10 metres.
A player struck by a heavy siege projectile suffers 15 HP damage. A shield is no protection against a heavy siege projectile.
Siege missiles affect magical, summoned and epic creatures.
A heavy siege weapon projectile can “bounce” and any player struck on a bounce is also taken to have been hit by a siege
weapon. This will continue until the missile comes to a stop.
During a battle, a heavy siege projectile may not be picked up after being fired/thrown.
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Siege Weapon Construction
Siege weapons and their projectiles (other than the shaft) likely to come into contact with another person must be designed
so as to minimise the risk of serious or permanent injury to persons, and damage to equipment.
Projectiles must be designed so that they are not likely to cause serious injury to the eye.
A siege projectile or siege weapon may not be used in a game until inspected and approved by a Marshal. A Marshal may
demand that a siege projectile or siege weapon be handed to the Marshal for inspection at any time, and, in the case of a siege
projectile, the Marshal may at their complete discretion dismantle it to inspect its construction for compliance with these
rules. If the Marshal determines that it does not comply with these rules or is otherwise unsafe, the siege projectile or siege
weapon may not be used in the game.
Siege projectiles will generally be constructed in a similar manner to missiles. Trebuchet, catapult and similar projectiles
must be constructed wholly of foam or similarly light and soft material.
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PART IMISCELLANEOUS
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Version
This version of the rules is current to 24 July 2012.
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Copyright
Copyright in these rules is owned by Swordcraft, an unincorporated association. Swordcraft recognises the moral rights of
Jeff Krins as the author.
Swordcraft grants all members of the public a revocable perpetual licence to use these rules for non-commercial purposes.
Swordcraft reserves all rights for the use of these rules for commercial purposes.
© All hand drawn artwork is copyright Evan Jacobson 2011
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